Shadowrun

Shadowrun General => Gear => Topic started by: Werther on <11-01-12/2006:23>

Title: Magical weapon for an NON-awakened character
Post by: Werther on <11-01-12/2006:23>
My Urban Shaman is the only awakened character in the table and he want make a gift for the Street Sam, something take makes him hurt spirits or manifested. I've been studiyng the books for a while and didn't find a canon way to make that gift possible. Any ideas?
Title: Re: Magical weapon for an NON-awakened character
Post by: DaveDaveDaave on <11-01-12/2022:49>
Cheap Ally spirit possesing a weapon or even better inhabating a housecat of DOOOOM? It gets ITNW equal to double force, the missile weapon that keeps on giving? Ok it`s late and I think thats a clear sign I need to go get some quality sleep.
Title: Re: Magical weapon for an NON-awakened character
Post by: The Wyrm Ouroboros on <11-01-12/2025:28>
Short answer: there isn't one.

Long answer:

"To the first party to develop a magic item that can be used by a mundane, I leave the medium-sized chunk of orichalcum I keep in my sock drawer at Lake Louise."
-- The Last Will and Testament of the Great Dragon Dunkelzahn.

Title: Re: Magical weapon for an NON-awakened character
Post by: ArkangelWinter on <11-01-12/2057:54>
Short answer: there isn't one.

Long answer:

"To the first party to develop a magic item that can be used by a mundane, I leave the medium-sized chunk of orichalcum I keep in my sock drawer at Lake Louise."
-- The Last Will and Testament of the Great Dragon Dunkelzahn.

I always wondered: medium compared to human or dragon form?
Title: Re: Magical weapon for an NON-awakened character
Post by: The Wyrm Ouroboros on <11-01-12/2104:41>
Well, that's the 88,000¥ per unit question, isn't it?
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <11-01-12/2128:40>
Only ways I know under the current rules are the following:

1) Get an ally spirit to take the form of a weapon. You'll need to be an initiate, write or pay for a formula, and spend a bunch of karma.

2) Get an inhabitation spirit to make a good merge with a weapon.

Needless to say, both these methods are not easy to come by. A better bet would be to give the sammy a nice supply of Stick-n-shock ammo for his favorite gun. Or just buy him a Panther XXL modded to BF.
Title: Re: Magical weapon for an NON-awakened character
Post by: Mournclaw on <11-02-12/1246:37>
Or you just could make a spell that puts an elemental aura on weapon and quicken it on something. Doesn't make the weapon magical, but at least could do some damage with the spell on it.
Title: Re: Magical weapon for an NON-awakened character
Post by: beowulf_of_wa on <11-02-12/1346:08>
in regards to the chunk, it's the "medium" of the 5 chunks in the drawer.
Title: Re: Magical weapon for an NON-awakened character
Post by: Ethan on <11-02-12/1359:07>
Buy him a Vibrosword and some more fencing lessons.

But it is possible via Enchanting and creating a Unique Enchantment--pending GM approval of course.
Title: Re: Magical weapon for an NON-awakened character
Post by: Burn it with Fire on <11-02-12/1511:13>
Kurokawa, The Black River, katana, weapon focus force 6. It is in the Digital Grimoire  page 7, it can be used both by mundane or awakened and it automagically bonds... Use it as a basis and talk to your GM about designing one yourself.
Title: Re: Magical weapon for an NON-awakened character
Post by: The Wyrm Ouroboros on <11-02-12/2047:38>
Well, it's officially valid, yeah.  Clearly someone needs to collect that chunk of orichalcum...
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <11-02-12/2203:04>
The problem, of course, being that anyone who stepped forward would be the immediate target of who knows how many extraction/assassination/theft attempts.
Title: Re: Magical weapon for an NON-awakened character
Post by: Noble Drake on <11-02-12/2216:15>
I'm not sure that Kurokawa, being an example of a unique enchantment, counts since it seems to only exist within that example.

The fact that it defies a "rule" of magic without the section on making your own unique enchantments saying that they are able to break the rules of magic makes me even less willing to believe it should be regarded as official.

You know, unless you also want to have unique enchantments that do other rule breaking... like resurrection and teleportation.
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <11-02-12/2231:14>
Resurrection and teleportation aren't available... yet. Kurokawa is official. That bit of fiction at the start of the Magical Goods chapter in Street Magic is Lyran handing it over to her client. So it is possible. But it might as well have been made of Unobtanium.
Title: Re: Magical weapon for an NON-awakened character
Post by: Reaver on <11-03-12/0212:12>
There are weapon 'artifacts' out there that work just as well for mundanes as awakened IIRC...
The problem is finding them...

The scalpel used by Mendela during WW2 to vivisect Jews and POWs comes to mind (AFB ATM and can't remember where it was...)


Just take care when playing with the "golden rules" of SR magic.... It's already incredibly powerful and it's easy to mess up both the awe and flavor of the setting by "bending" these rules...
Title: Re: Magical weapon for an NON-awakened character
Post by: The Wyrm Ouroboros on <11-03-12/0227:43>
Mengele.  Josef Rudolph.

You should also not be using artifacts in the 'Warehouse 13' sense, but rather in the 'Dawn of the Artifacts' sense - an artifact being something of truly ancient provenance, which may well be useable by mundanes as well as mystics, but which is going to cause a Whole Drekload of trouble coming down the pike...
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <11-03-12/0750:33>
Indeed. Actually, if there are any 'minor' artifacts to be found (spell matrix items, pattern items, etc.), then your best bet for finding them would be in places like the Deep Lacuna where old kaers have returned. Of course, anything that was trapped in the kaer when it took a 'half-step to the left', as you might say, would still be there. And a lot of things from that time were quite powerful, and more than a little hostile.
Title: Re: Magical weapon for an NON-awakened character
Post by: Captain Karzak on <11-03-12/1205:24>
My Urban Shaman is the only awakened character in the table and he want make a gift for the Street Sam, something take makes him hurt spirits or manifested?

Buy him a Tazer. A Defiance EX Shocker. Mod it up with Firing change selector: Semi Automatic mode, an internal smartgun sys, and a personalized grip. Giftwrap.

Or buy him a few clips of Stick & Shock ammo for his favorite gun.

Either will just fine on spirits who are in the physical realm (ie who have materialized or possessed something/someone. I can't think of anything that will help with spirits that are still purely in the astral, but to be honest, a magical weapon focus wouldn't be a hell of a lot of use in that scenario anyway.
Title: Re: Magical weapon for an NON-awakened character
Post by: Zephraim on <11-08-12/0853:19>
I had always assumed that a Weapon Focus would still count as magical even when not bonded, apparently I was wrong.
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <11-08-12/1215:21>
Magic items in shadowrun aren't like they are in D&D, where you have a magic sword, and it is always a magic sword. In Shadowrun, a better analogy would be a flashlight. The bonding ritual is like slapping a AA battery in the flashlight, except that since you're the battery, it won't work if you hand the flashlight to someone else.
Title: Re: Magical weapon for an NON-awakened character
Post by: Mithlas on <11-14-12/2021:58>
Resurrection and teleportation aren't available... yet. Kurokawa is official. That bit of fiction at the start of the Magical Goods chapter in Street Magic is Lyran handing it over to her client. So it is possible. But it might as well have been made of Unobtanium.
Orichalcum is supposed to be able to hold magic (if I recall correctly). Then again, you're still talking about an extremely rare substance and the supposition that you can get a mage to cast and quicken an elemental spell on your blade.

except that since you're the battery, it won't work if you hand the flashlight to someone else.
So somewhat like skinlink, except that the magic item functions by reacting with the host's aura.

This is actually one of the aspects that I like more about Shadowrun than DnD, if you find an amulet Imbued with an Adept's Mystic Armor power it requires that an adept bond it to him/herself instead of the finder holding it above his head and shouting "I have found the Master Swor...er...a shiny thingy!"
Title: Re: Magical weapon for an NON-awakened character
Post by: All4BigGuns on <11-14-12/2032:35>
Not to mention that if a character managed to research a way to create persistent items that a mundane could use, he would have no reason to keep running unless he was a serious adrenaline junkie. He could probably eventually start his own corp after patenting the process.
Title: Re: Magical weapon for an NON-awakened character
Post by: JustADude on <11-14-12/2038:42>
Not to mention that if a character managed to research a way to create persistent items that a mundane could use, he would have no reason to keep running unless he was a serious adrenaline junkie. He could probably eventually start his own corp after patenting the process.

Assuming, of course, he survives to make money off it.  ;)
Title: Re: Magical weapon for an NON-awakened character
Post by: Mad Hamish on <11-14-12/2139:16>
Resurrection and teleportation aren't available... yet. Kurokawa is official. That bit of fiction at the start of the Magical Goods chapter in Street Magic is Lyran handing it over to her client. So it is possible. But it might as well have been made of Unobtanium.

What's the source for what the sword can do?
All that fiction tells us is that somebody paid a lot of money for a sword to be made, not what it can do.
Title: Re: Magical weapon for an NON-awakened character
Post by: Mithlas on <11-15-12/0147:41>
I would imagine it cuts things.
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <11-15-12/0147:41>
Digital Grimoire, pg 9. It is a PDF only supplement that goes into more detail on some things.

Quote from: Digital Grimoire, pg 9.
Kurokawa, The Black River
The bright blade Kurokawa is a katana featuring a vein of orichalcum running the length of its folded steel blade, and a hilt carved from the fang of an adult Eastern dragon. Hiro Gassan, descendent of a line of Japanese master swordsmiths, used an ancient magical formula to instill the unique enchantment within the blade.

Kurokawa acts as a Force 6 weapon focus. The sword immediately bonds with anyone who holds it, magician or mundane, without having to pay Karma or perform a bonding ritual and they gain the benefit of the focus immediately. The blade is always active and dual-natured and cannot be deactivated except through force (such as the Disrupt Focus spell or an astral barrier). Kurokawa’s wielder, even a mundane, may become subject to Focus Addiction (See Focus Addiction, p.26–27, Street Magic), becoming obsessed with the blade.

To make this blade, a swordsmith who followed the Buddhist tradition was needed, as well as four unique radicals, several natural radicals, the tooth of an Eastern Dragon, and ten units of orichalcum. Oh yes, and a live metahuman sacrifice, who was run through with the sword, which pulled a bit of his aura into the blade, which is why you don't need a binding ritual.

Naturally, this kind of enchantment is not something you'll find at a corporate shop anytime in the near future.
Title: Re: Magical weapon for an NON-awakened character
Post by: Longshot23 on <11-15-12/0419:58>
Digital Grimoire, pg 9. It is a PDF only supplement that goes into more detail on some things.

Quote from: Digital Grimoire, pg 9.
Kurokawa, The Black River
The bright blade Kurokawa is a katana featuring a vein of orichalcum running the length of its folded steel blade, and a hilt carved from the fang of an adult Eastern dragon. Hiro Gassan, descendent of a line of Japanese master swordsmiths, used an ancient magical formula to instill the unique enchantment within the blade.

Kurokawa acts as a Force 6 weapon focus. The sword immediately bonds with anyone who holds it, magician or mundane, without having to pay Karma or perform a bonding ritual and they gain the benefit of the focus immediately. The blade is always active and dual-natured and cannot be deactivated except through force (such as the Disrupt Focus spell or an astral barrier). Kurokawa’s wielder, even a mundane, may become subject to Focus Addiction (See Focus Addiction, p.26–27, Street Magic), becoming obsessed with the blade.

To make this blade, a swordsmith who followed the Buddhist tradition was needed, as well as four unique radicals, several natural radicals, the tooth of an Eastern Dragon, and ten units of orichalcum. Oh yes, and a live metahuman sacrifice, who was run through with the sword, which pulled a bit of his aura into the blade, which is why you don't need a binding ritual.

Naturally, this kind of enchantment is not something you'll find at a corporate shop anytime in the near future.

But did the guy want it to hang on his wall, never to be touched - or to make people dead?
Title: Re: Magical weapon for an NON-awakened character
Post by: Xzylvador on <11-15-12/0532:50>
<snip> a swordsmith who followed the Buddhist tradition was needed, as well as four unique radicals, several natural radicals, the tooth of an Eastern Dragon, and ten units of orichalcum. Oh yes, and a live metahuman sacrifice, who was run through with the sword, which pulled a bit of his aura into the blade, which is why you don't need a binding ritual.

Naturally, this kind of enchantment is not something you'll find at a corporate shop anytime in the near future.

Naturally.

Orichalcum is rare, you probably need to pre-order.
Title: Re: Magical weapon for an NON-awakened character
Post by: Reaver on <11-15-12/0658:41>
Digital Grimoire, pg 9. It is a PDF only supplement that goes into more detail on some things.

Quote from: Digital Grimoire, pg 9.
Kurokawa, The Black River
The bright blade Kurokawa is a katana featuring a vein of orichalcum running the length of its folded steel blade, and a hilt carved from the fang of an adult Eastern dragon. Hiro Gassan, descendent of a line of Japanese master swordsmiths, used an ancient magical formula to instill the unique enchantment within the blade.

Kurokawa acts as a Force 6 weapon focus. The sword immediately bonds with anyone who holds it, magician or mundane, without having to pay Karma or perform a bonding ritual and they gain the benefit of the focus immediately. The blade is always active and dual-natured and cannot be deactivated except through force (such as the Disrupt Focus spell or an astral barrier). Kurokawa’s wielder, even a mundane, may become subject to Focus Addiction (See Focus Addiction, p.26–27, Street Magic), becoming obsessed with the blade.

To make this blade, a swordsmith who followed the Buddhist tradition was needed, as well as four unique radicals, several natural radicals, the tooth of an Eastern Dragon, and ten units of orichalcum. Oh yes, and a live metahuman sacrifice, who was run through with the sword, which pulled a bit of his aura into the blade, which is why you don't need a binding ritual.

Naturally, this kind of enchantment is not something you'll find at a corporate shop anytime in the near future.

But did the guy want it to hang on his wall, never to be touched - or to make people dead?

hard to say. The story is written from Lyran's perspective, and as a good little runner, doesn't play 20 questions with the johnson about the order. My take on it is that she was working for a high level Yakuza member which means the sword could be used for a wall hanger, or a "discipline" stick... or to make someone(thing) really, really dead...
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <11-15-12/1037:28>
She was making it for the leader of the Shotozumi-gumi, the largest Yakuza clan in Seattle. Suffice to say, his intentions aren't likely to be 'peaceful'.
Title: Re: Magical weapon for an NON-awakened character
Post by: Reaver on <11-15-12/1109:50>
She was making it for the leader of the Shotozumi-gumi, the largest Yakuza clan in Seattle. Suffice to say, his intentions aren't likely to be 'peaceful'.

yea, that's right... (been a while since i read it)

but we don't know for certain why he wanted it made. 'Just cause he could' is as possible an answer as 'to kill bug spirits' or 'to hack off the fingers of members who fail me'...





my guess is a little of all 3.... after all, nothign says POWER like a unique weapon focus that is somehow bonded to a mundane!
Title: Re: Magical weapon for an NON-awakened character
Post by: CanRay on <11-15-12/1146:43>
It's a really nice paper knife.  ;D
Title: Re: Magical weapon for an NON-awakened character
Post by: FuelDrop on <11-15-12/1712:25>
Nah, this is shadowrun. No paper, remember?

Maybe he needed something really sharp for his cooking classes?
Title: Re: Magical weapon for an NON-awakened character
Post by: Xzylvador on <11-15-12/1720:21>
Nah, this is shadowrun. No paper, remember?

Maybe he needed something really sharp for his cooking classes?

This is shadowrun, remember?

Artificial flavored algae and soy aren't so tough to cut. ;)
Title: Re: Magical weapon for an NON-awakened character
Post by: Inconnu on <11-15-12/1723:07>
Protip:All bonded foci have astral prescense ;)

In other words:
Bonded level 1 weapon focus gift.
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <11-15-12/1736:17>
Foci don't work for people they aren't bonded to, with the exception of unique items and artifacts from dragon hordes.
Title: Re: Magical weapon for an NON-awakened character
Post by: Inconnu on <11-15-12/1743:34>
But they're still astrally present.
which means that they can hit spirits. ;D
Title: Re: Magical weapon for an NON-awakened character
Post by: The Wyrm Ouroboros on <11-15-12/1808:52>
Err, no.  A bonded weapon focus may possess its owner's astral signature, but that doesn't make it any more astrally present than an ordinary item of its sort.  Sorry.
Title: Re: Magical weapon for an NON-awakened character
Post by: Joush on <11-17-12/0746:41>
There's always the living, duel nature creature rout. "Metahuman body" is on the melee weapon table, and should get you past ITNW. A typical Ghoul would do 3S damage with AP+2. Your GM may allow more if you can tape it to the club in such a way that it's claws poke out.
Title: Re: Magical weapon for an NON-awakened character
Post by: LastRose on <11-19-12/0520:34>
What happens when you take a dual natured creature and hit an astral spirit with it several times?
Title: Re: Magical weapon for an NON-awakened character
Post by: Unahim on <11-19-12/0554:58>
They are Disrupted? If the astral creature has elemental aura, the ghoul's probably dead, too.
Title: Re: Magical weapon for an NON-awakened character
Post by: Werther on <11-19-12/1021:36>
I wanna thank everyone that posted and commented, it was very helpful.

Now I'll gonna tell you how my GM and I solved this problem.

We agreed that the most practical method was to refine orichalcum, shape it as the desired weapon (we are probably going to make a short blade or knuckle) and attach a  exotic telesma (metacritter body part, as a dragon tooth) to ir as a mana source, my shaman and the NPC mage of the group think that might work.

Last session my shaman and his pal mage spend a month in their brand new Micro Alchemical Lab refining (Breaking Bad feelings...), we've ended with 10 units of radical orichalcum ready to start the proccess. The expenses was near to 90.000¥ to make 500.000¥ in orichalcum (good deal  ;)) and a month of hard work.

I'll keep posting to show you what came out of our little magical enterprise!
Title: Re: Magical weapon for an NON-awakened character
Post by: Unahim on <11-19-12/1126:22>
As long as you're having fun with it and it doesn't end up breaking the game it's all good, I think. Seems like a pretty involved process, so that's definitely a plus. Looking forward to see how it ends up working for you.
Title: Re: Magical weapon for an NON-awakened character
Post by: Inconnu on <11-19-12/1752:48>
Oh yes.

Rat flails, anyone?
As in devil rat flails.
Because i believe i read they were dual natured.
Title: Re: Magical weapon for an NON-awakened character
Post by: RythmnSylver on <11-19-12/1805:56>
Oh yes.

Rat flails, anyone?
As in devil rat flails.
Because i believe i read they were dual natured.


Now that would be hilarious to see, a well known Mundane Troll Street Sam running at a spirit hiding in the astral (seen via a Lucifer lamp) with 8 devil rats strung together by their tails, swinging wildly at the spirit.


Downside to that though.. using a rat as a Flail.. especially if they are kept asleep means unless your an ungodly flail master and only attacking somthing without a solid form.. the rats won't last more then a few hits....
Title: Re: Magical weapon for an NON-awakened character
Post by: Inconnu on <11-19-12/1811:03>
But there are 8 of them. ;)

Besides, for a low price(or none) you can farm the blighters in a special room.

Just dump the corpses in there after each run ;D
Title: Re: Magical weapon for an NON-awakened character
Post by: JustADude on <11-19-12/1940:52>
Last session my shaman and his pal mage spend a month in their brand new Micro Alchemical Lab refining (Breaking Bad feelings...), we've ended with 10 units of radical orichalcum ready to start the proccess. The expenses was near to 90.000¥ to make 500.000¥ in orichalcum (good deal  ;)) and a month of hard work.

*whistle*

Yeah, I'll say.

When you can start cranking out Orichalcum at that rate, it's time to ask yourself why you're still Shadowrunning. ;D
Title: Re: Magical weapon for an NON-awakened character
Post by: The Wyrm Ouroboros on <11-19-12/2005:23>
Well, it's a fair misunderstanding of the rules.  There is no such thing as 'radical orichalcum'.  You need to take refined gold, silver, mercury, and copper - the creating of which is a lunar-month-long process for each one - and put them together, sending them through another month-long circulation ...

Quote from: Street Magic, p. 82
Creating orichalcum requires placing one unit each of radical copper, radical gold, radical mercury, and radical silver
through a 28-day circulation. The magician must tend the circulation during this period and must check the circulation and make adjustments every 8 hours. A successful Enchanting + Magic (3) Test consumes the radicals and produces a number of units of orichalcum equal to the net hits scored in the Enchanting Test (to a maximum of 8). Failure consumes the radicals but only produces a worthless alchemical slag.
        This test may not be rushed, and any interruption requires the magician to start again.

Now, I'll grant that you could roll really well, but it's stated that the most you can get out of the 4 units used is, at most, 8 units - which would require 11 hits.  Which is, well, a lot, if only 1/3 your dice are hitting ... or even if an entire 1/2 of them are.  Still, I can see it happening.

And yes, that's a pretty damn good - though you ARE spending a month to start, and 40,000 + 2400 + 1200 + 400 = 44,000 for the base units - and if you should be interrupted, or god help you glitch on the test, you lose it all.  Can be good - a unit of orichalcum is worth 50k - so you might make 400k out of your 44 and month's work.  But that's a hell of a lot of time, effort, and babysitting ...
Title: Re: Magical weapon for an NON-awakened character
Post by: Xzylvador on <11-20-12/1026:42>
Oh yes.

Rat flails, anyone?
As in devil rat flails.
Because i believe i read they were dual natured.

Oh gods. The bag of rats exploit has left Dungeons and Dragons and crept into Shadowrun instead!
Title: Re: Magical weapon for an NON-awakened character
Post by: Unahim on <11-20-12/1040:11>
Oh yes.

Rat flails, anyone?
As in devil rat flails.
Because i believe i read they were dual natured.

Oh gods. The bag of rats exploit has left Dungeons and Dragons and crept into Shadowrun instead!

The one with the undead rats that explode?
Title: Re: Magical weapon for an NON-awakened character
Post by: The Dark Warden on <11-20-12/1412:10>
Oh yes.

Rat flails, anyone?
As in devil rat flails.
Because i believe i read they were dual natured.

Oh gods. The bag of rats exploit has left Dungeons and Dragons and crept into Shadowrun instead!

The one with the undead rats that explode?

I believe the 3.5 D&D bag of rats exploit referred to involved use of the Greater Cleave feat (which allowed you a free attack for every attack you made that dropped an opponent) along with a few other feats that allowed a fighter facing a huge number of weak enemies (like a handy bag full of rats) to obtain an obscene number of attacks against a different enemy.
Title: Re: Magical weapon for an NON-awakened character
Post by: Twitchy D on <11-20-12/1438:21>
Oh yes.

Rat flails, anyone?
As in devil rat flails.
Because i believe i read they were dual natured.

Oh gods. The bag of rats exploit has left Dungeons and Dragons and crept into Shadowrun instead!

The one with the undead rats that explode?

I believe the 3.5 D&D bag of rats exploit referred to involved use of the Greater Cleave feat (which allowed you a free attack for every attack you made that dropped an opponent) along with a few other feats that allowed a fighter facing a huge number of weak enemies (like a handy bag full of rats) to obtain an obscene number of attacks against a different enemy.

Phooie. And here I was dreaming that it involved a bag of holding filled to the brim with dead rats. WALL OF RATS is something I'll never forget in my life.
Title: Re: Magical weapon for an NON-awakened character
Post by: All4BigGuns on <11-20-12/1444:03>
Oh yes.

Rat flails, anyone?
As in devil rat flails.
Because i believe i read they were dual natured.

Oh gods. The bag of rats exploit has left Dungeons and Dragons and crept into Shadowrun instead!

The one with the undead rats that explode?

I believe the 3.5 D&D bag of rats exploit referred to involved use of the Greater Cleave feat (which allowed you a free attack for every attack you made that dropped an opponent) along with a few other feats that allowed a fighter facing a huge number of weak enemies (like a handy bag full of rats) to obtain an obscene number of attacks against a different enemy.

I'd think that someone trying this would initiate the "phone book attack" being directed at them...
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <11-20-12/1531:54>
I've started my own meme!
Title: Re: Magical weapon for an NON-awakened character
Post by: Twitchy D on <11-20-12/1536:08>
I've started my own meme!
And now Know Your Meme won't accept it because you aknowledged it... :(
Title: Re: Magical weapon for an NON-awakened character
Post by: beowulf_of_wa on <11-20-12/1549:45>
that's ok, we'll acknowledge it here!!
Title: Re: Magical weapon for an NON-awakened character
Post by: Twitchy D on <11-20-12/1625:21>
that's ok, we'll acknowledge it here!!
...like a WHOSE RESPONSIBLE THIS for the Shadowrun Forums... ::)
Title: Re: Magical weapon for an NON-awakened character
Post by: beowulf_of_wa on <11-20-12/1634:32>
"whose fault is it" list,, hehehe
Title: Re: Magical weapon for an NON-awakened character
Post by: Unahim on <11-21-12/0646:14>
I still like the undead rat idea more. You can even pair it with the fighter: he can kill them first, then you raise them.

It's basically just this: There's a feat that makes your undead explode in a burst of negative energy when they die. This deals 1d6 + caster level (I think) damage. Since rats are like 1/4th HD, you can raise a ton of undead rats at once (since the spells generally raise your caster level times 2 HD of undead in one go). You just put the rats in a big bag and drop the bag onto the enemies from above. With 1 hp, the rats cannot survive the fall and thus they explode, doing obscene damage in AoE.

Easiest class to do this on is Warlock, as they can get permanent flight and raise undead for free (they fall apart after a few hours if you don't expend resources, but who cares?) and can summon swarms of vermin (like, you know, rats) all day.

Fighter has nothing on this.
Title: Re: Magical weapon for an NON-awakened character
Post by: DaveDaveDaave on <11-21-12/1901:41>
I still like the undead rat idea more. You can even pair it with the fighter: he can kill them first, then you raise them.

It's basically just this: There's a feat that makes your undead explode in a burst of negative energy when they die. This deals 1d6 + caster level (I think) damage. Since rats are like 1/4th HD, you can raise a ton of undead rats at once (since the spells generally raise your caster level times 2 HD of undead in one go). You just put the rats in a big bag and drop the bag onto the enemies from above. With 1 hp, the rats cannot survive the fall and thus they explode, doing obscene damage in AoE.

Easiest class to do this on is Warlock, as they can get permanent flight and raise undead for free (they fall apart after a few hours if you don't expend resources, but who cares?) and can summon swarms of vermin (like, you know, rats) all day.

Fighter has nothing on this.

HOT DAMN this lovely. Best I had was a zombie flying whale (some 3rd party book has happy flying whales in it) thats the BBEG used as a mobile flying zombie whale base of DOOM that the used to summon horses in (mount etc) he would then set them on fire and push them out of the whales ass to fall on towns that refused his enlightened rule.Happily the party killed him before he completed his master plan to throw one half of a ringgate off the continental shelf and mount the other ring on his whale to use as a 100lb per day water/mass driver type thing.
Title: Re: Magical weapon for an NON-awakened character
Post by: Unahim on <11-22-12/0518:34>
Heh, yeah, that's great. You should look up Locate City Bomb sometimes. It's the Locate City spell + a few feats which turn the spell into a level 5 spell that annihilates everyone within a radius of miles/level. There's a few threads on it on several forums; I'd suggest looking up the most recent instance of it on the WoTC forums, not Giant in the Playgrounds. They've got a few misconceptions about it which make it not work, in their opinion.

There's also other lovely tricks like using Footsteps of the Divine  (http://dndtools.eu/spells/complete-champion--57/footsteps-of-the-divine--621/) (cleric spell) as a Ruby Knight Vindicator (that's a cleric/Tome of Battle hybrid). Basically, use Persistent Spell (http://dndtools.eu/feats/complete-arcane--55/persistent-spell--2140/) (don't worry about the no discharging spells thing, spells with a discharge effect are a seperate category that doesn't include FoTD (notably things like resist energy, which absorbs x amount of damage before being discharged, etc) as it doesn't discharge under the rules, it just has two spell modes). So now you have 24 hours of footsteps of the divine.

There's a maneuver in Tome of Battle, Tornado Throw (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/tornado-throw--3681/). So, use the burst of speed. There are 14400 turns in a 24 hour period. So you now have a speed of roughly 144000 feet for the turn. Every 10 feet you can throw an opponent, with icnreasing modifiers to throw and damage. We end up throwing people well over the escape velocity of the earth.

Ring of fire (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/ring-fire--3585/) is also fun. Run around a town, watch it burn.

But eh, perhaps that's enough D&D on a SR forum :p
Title: Re: Magical weapon for an NON-awakened character
Post by: FuelDrop on <11-22-12/0732:35>
Heh, yeah, that's great. You should look up Locate City Bomb sometimes. It's the Locate City spell + a few feats which turn the spell into a level 5 spell that annihilates everyone within a radius of miles/level. There's a few threads on it on several forums; I'd suggest looking up the most recent instance of it on the WoTC forums, not Giant in the Playgrounds. They've got a few misconceptions about it which make it not work, in their opinion.

There's also other lovely tricks like using Footsteps of the Divine  (http://dndtools.eu/spells/complete-champion--57/footsteps-of-the-divine--621/) (cleric spell) as a Ruby Knight Vindicator (that's a cleric/Tome of Battle hybrid). Basically, use Persistent Spell (http://dndtools.eu/feats/complete-arcane--55/persistent-spell--2140/) (don't worry about the no discharging spells thing, spells with a discharge effect are a seperate category that doesn't include FoTD (notably things like resist energy, which absorbs x amount of damage before being discharged, etc) as it doesn't discharge under the rules, it just has two spell modes). So now you have 24 hours of footsteps of the divine.

There's a maneuver in Tome of Battle, Tornado Throw (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/tornado-throw--3681/). So, use the burst of speed. There are 14400 turns in a 24 hour period. So you now have a speed of roughly 144000 feet for the turn. Every 10 feet you can throw an opponent, with icnreasing modifiers to throw and damage. We end up throwing people well over the escape velocity of the earth.

Ring of fire (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/ring-fire--3585/) is also fun. Run around a town, watch it burn.

But eh, perhaps that's enough D&D on a SR forum :p
Just one more, though it's technically from the Pathfinder spinoff. I worked out a way to make a mage self destruct for something like 3000 minimum damage to everything within thirty feet and heal themselves of more hitpoints than most maxed out fighter builds have at the same time.
I could link to the thread if i thought anyone was interested.
Title: Re: Magical weapon for an NON-awakened character
Post by: DaveDaveDaave on <11-22-12/1610:02>
Heh, yeah, that's great. You should look up Locate City Bomb sometimes. It's the Locate City spell + a few feats which turn the spell into a level 5 spell that annihilates everyone within a radius of miles/level. There's a few threads on it on several forums; I'd suggest looking up the most recent instance of it on the WoTC forums, not Giant in the Playgrounds. They've got a few misconceptions about it which make it not work, in their opinion.

There's also other lovely tricks like using Footsteps of the Divine  (http://dndtools.eu/spells/complete-champion--57/footsteps-of-the-divine--621/) (cleric spell) as a Ruby Knight Vindicator (that's a cleric/Tome of Battle hybrid). Basically, use Persistent Spell (http://dndtools.eu/feats/complete-arcane--55/persistent-spell--2140/) (don't worry about the no discharging spells thing, spells with a discharge effect are a seperate category that doesn't include FoTD (notably things like resist energy, which absorbs x amount of damage before being discharged, etc) as it doesn't discharge under the rules, it just has two spell modes). So now you have 24 hours of footsteps of the divine.

There's a maneuver in Tome of Battle, Tornado Throw (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/tornado-throw--3681/). So, use the burst of speed. There are 14400 turns in a 24 hour period. So you now have a speed of roughly 144000 feet for the turn. Every 10 feet you can throw an opponent, with icnreasing modifiers to throw and damage. We end up throwing people well over the escape velocity of the earth.

Ring of fire (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/ring-fire--3585/) is also fun. Run around a town, watch it burn.

But eh, perhaps that's enough D&D on a SR forum :p
Just one more, though it's technically from the Pathfinder spinoff. I worked out a way to make a mage self destruct for something like 3000 minimum damage to everything within thirty feet and heal themselves of more hitpoints than most maxed out fighter builds have at the same time.
I could link to the thread if i thought anyone was interested.

AHH Pathfinder you mean DnD 3.75?  ;D love to have a look at the thread.
Title: Re: Magical weapon for an NON-awakened character
Post by: FuelDrop on <11-22-12/1722:28>
Heh, yeah, that's great. You should look up Locate City Bomb sometimes. It's the Locate City spell + a few feats which turn the spell into a level 5 spell that annihilates everyone within a radius of miles/level. There's a few threads on it on several forums; I'd suggest looking up the most recent instance of it on the WoTC forums, not Giant in the Playgrounds. They've got a few misconceptions about it which make it not work, in their opinion.

There's also other lovely tricks like using Footsteps of the Divine  (http://dndtools.eu/spells/complete-champion--57/footsteps-of-the-divine--621/) (cleric spell) as a Ruby Knight Vindicator (that's a cleric/Tome of Battle hybrid). Basically, use Persistent Spell (http://dndtools.eu/feats/complete-arcane--55/persistent-spell--2140/) (don't worry about the no discharging spells thing, spells with a discharge effect are a seperate category that doesn't include FoTD (notably things like resist energy, which absorbs x amount of damage before being discharged, etc) as it doesn't discharge under the rules, it just has two spell modes). So now you have 24 hours of footsteps of the divine.

There's a maneuver in Tome of Battle, Tornado Throw (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/tornado-throw--3681/). So, use the burst of speed. There are 14400 turns in a 24 hour period. So you now have a speed of roughly 144000 feet for the turn. Every 10 feet you can throw an opponent, with icnreasing modifiers to throw and damage. We end up throwing people well over the escape velocity of the earth.

Ring of fire (http://dndtools.eu/spells/tome-of-battle-the-book-of-nine-swords--88/ring-fire--3585/) is also fun. Run around a town, watch it burn.

But eh, perhaps that's enough D&D on a SR forum :p
Just one more, though it's technically from the Pathfinder spinoff. I worked out a way to make a mage self destruct for something like 3000 minimum damage to everything within thirty feet and heal themselves of more hitpoints than most maxed out fighter builds have at the same time.
I could link to the thread if i thought anyone was interested.

AHH Pathfinder you mean DnD 3.75?  ;D love to have a look at the thread.
http://paizo.com/threads/rzs2nsqb?Why-no-love-for-animal-familiars#17 (http://paizo.com/threads/rzs2nsqb?Why-no-love-for-animal-familiars#17) here you go. there are several refinements down the rest of the thread, but this post is the genesis of the idea... I think.
Title: Re: Magical weapon for an NON-awakened character
Post by: Burn it with Fire on <11-30-12/0933:43>
As it has been said the principle item needed in creating those weapons is a murdered meta... I am pretty sure mass producing them would bring about a fairly aggressive response from the law enforcement.

I did find a way to convince my GM to allow me to design and create a pair of swords, 200k later (after the fee for some wet work for my Yakuza contacts) I have two weapons (he limited them to force 4) that will give an addiction to them for every four living metas or spirits killed with the weapons. Great bonus and helps the Street Sam take on a spirit, but the cost was high and there is only so many people you can do wet work on before someone figures out just how evil you are being.

Oh and the threshold to design them was in the mid 60's..... The wait time on the reagents was a few months and the crafting took almost as long.
Title: Re: Magical weapon for an NON-awakened character
Post by: Inconnu on <12-14-12/1806:02>
And then there's the crossbow rigged to launch devil rats. ;) for all your ranged spirit dispatching needs.
Title: Re: Magical weapon for an NON-awakened character
Post by: KarmaInferno on <12-17-12/2304:54>
I shudder at the idea of min maxers figuring out how to replicate the Arseplomancer in SR.

You may not want to click this link. (http://suptg.thisisnotatrueending.com/archive/921167/) It is a 4chan archive link. If you don't know what that means, well, you will soon.




-k
Title: Re: Magical weapon for an NON-awakened character
Post by: Mirikon on <12-17-12/2316:17>
Hehe. That actually sounds like a fun challenge. One of these days when I'm at work, I'll give it a go.